243,417 Commits over 3,898 Days - 2.60cph!
Unit behaviour UI widget builds action descriptions on demand rather than BaseBehaviour/BehaviourChain doing it
ImageMasked material copy to avoid constant changes to ui_mask.mat etc
FOR FUCK SAKE cleanup scene
FOR FUCK SAKE new camera test
Removed Update from ImageMasked
Added Mood consideration to non-player commanded building goal
Added the UnitBehaviourWidget back to the UI
TribeTracker widget only updates potraits on activate, not all the time
Effects profiler samples, FA loops converted from foreach to for
reverted the changes that i accidentaly stomped out ( Python / P250 )
InteractionPositions now live on the Triggers layer
Fixed SmartObject.OnSmartBehaviourExecuted not reserving interaction positions when the subscription already has position allocated
Added triggers to InteractionPosition to help with blocked detection
Fixed corpse NREs in OnDispensed callback (missing meat or skeleton meshes)
Added simple interactionPosition blocked detection, condition to test whether a Unit is blocking a position that they don't have a subscription for
Fixed rare NRE in Roles.GetActiveRole
Fixed error in UnitPortraitManager after loading a saved game
Fixed some event related NREs in Desires/BaseDesire
Fixed wrong steamworks .dlls
UI sorting tweaks, tooltip position for item bar fixed
fixed accidental SAR damage nerf CC ShackyHD
Spawner stuff, controls UI fix
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Entity position cleanup improvements in WorldManager, should stop things spawning under cliffs
Testing legacy bake on island01 again
fix for losing the board when spinning during a unit death (hopefully). todo.
Looting RPC profiler samples
Island01 spawner tweaks,
Terrority behaviour tweaks
More profiler samples in player tick processing
Prefab instantiate shows prefab name in profiler
PrefabPool debug checks are ifdef'd (disabled by default)
PrefabInfo debug prints are errors
PrefabInfo debug checks are ifdef'd (disabled by default)
Rabbits can form collections, added UnitGroupSupportsCollections condition also checks that the unit itself can form them
Some more debugger tweaks
Stag ragdoll isn't spazzy
Fixed NRE
Can toggle sidebar in AI debugger
Fixed ResourceView NRE
Building fixes/tweaks, some probably pointless generics in entity view creation...
smoothed out mud a bit on tiny hut
Fixed bad initialisation of upgrade renderer mappings in BuildingView
Added Hostiles Are In My Territory condition.